Files
hsgj25-growth/growth/hand.gd
2025-10-05 14:57:26 +02:00

166 lines
5.4 KiB
GDScript

extends Control
@export var player: NodePath
@export var world: NodePath
@export var hand_size = 3
@export var drawpile: Array = [
# preload("res://Cards/FirewallCard.tscn").instantiate(),
# preload("res://Cards/FirewallCard.tscn").instantiate(),
preload("res://Cards/CursorGunCard.tscn").instantiate(),
# preload("res://Cards/CursorGunCard.tscn").instantiate(),
# preload("res://Cards/DashCard.tscn").instantiate(),
# preload("res://Cards/DashCard.tscn").instantiate(),
preload("res://Cards/MineCard.tscn").instantiate(),
# preload("res://Cards/MineCard.tscn").instantiate(),
#preload("res://Cards/ShieldCard.tscn").instantiate(),
#preload("res://Cards/ShieldCard.tscn").instantiate(),
#preload("res://Cards/OverclockCard.tscn").instantiate(),
#preload("res://Cards/OverclockCard.tscn").instantiate(),
preload("res://Cards/KatanaCard.tscn").instantiate(),
# preload("res://Cards/KatanaCard.tscn").instantiate(),
]
var active_card_index = 0
var discard_pile = [];
func _ready() -> void:
drawpile.shuffle();
for i in range(hand_size - get_held_cards().size()):
draw_card()
highlight_card(0)
func _process(_delta):
if Input.is_action_pressed("play_card"):
play_card()
if Input.is_action_just_pressed("cycle_card_left"):
cycle_card(-1);
elif Input.is_action_just_pressed("cycle_card_right"):
cycle_card(1);
func play_card():
var slots = get_children()
if active_card_index >= 0 and active_card_index < slots.size():
var card = slots[active_card_index].get_node("Card")
card.activate(get_node(world), get_node(player));
# Auto-discard if out of ammo
if card.get_ammo() <= 0:
discard(false);
var tween := create_tween()
func discard(do_ability = true):
print_debug("Discarding card at index %s with name %s" % [active_card_index, get_cards().get(active_card_index).title])
var cards = get_cards();
if active_card_index >= 0 and active_card_index < cards.size():
var card = cards[active_card_index]
card.discard(get_node(world), get_node(player), do_ability)
if do_ability:
var old_scale = card.scale
var old_global_pos = card.global_position
var old_modulate = card.modulate
var tween = create_tween()
tween.set_trans(Tween.TRANS_BOUNCE)
tween.tween_property(card, "scale", Vector2(1.15, 1.15), 0.1)
tween.tween_property(card, "global_position", Vector2(50.0, 50.0), 0.05).as_relative()
tween.tween_property(card, "global_position", Vector2((1600)/2, (900)/2), 0.15)
#tween.parallel()
#tween.tween_property(card, "modulate", Color(1, 1, 1, 0) , 0.2)
tween.tween_callback(Callable(card.get_parent(), "remove_child").bind(card))
tween.parallel()
tween.tween_callback(Callable(discard_pile.append).bind(card))
tween.parallel()
tween.tween_callback(draw_card)
# This is why we create new objects instead of moving them around like this!! grr
tween.parallel()
tween.tween_property(card, "scale", old_scale, 0)
tween.parallel()
tween.tween_property(card, "global_position", old_global_pos, 0)
tween.parallel()
tween.tween_property(card, "modulate", old_modulate, 0)
else:
discard_pile.append(card)
card.get_parent().remove_child(card)
draw_card();
#active_card_index = min(active_card_index, hand.size() - 1);
func cycle_card(index_shift):
var active_card_indices = get_held_cards().map(func(card): return card.get_parent().get_index())
print_debug("Active card indices: %s" % [active_card_indices])
if active_card_indices.size() > 0:
var result_index = active_card_index + index_shift
# Wrap around the result index within the hand size
if result_index < 0:
result_index += hand_size
elif result_index >= hand_size:
result_index -= hand_size
if result_index in active_card_indices:
active_card_index = result_index
else:
active_card_index = active_card_indices[0]
else:
push_warning("No active cards to cycle through!")
print_debug("Current active card index: %s" % [active_card_index])
highlight_card(active_card_index)
func highlight_card(n):
var t = get_cards().size()
for i in range(1, t):
set_inactive((n + i) % t)
var slot = get_slot(n)
slot.set_z_index(1)
var tween := create_tween()
tween.tween_property(slot, "scale", Vector2(1.15, 1.15), 0.17)
func set_inactive(n):
var slot = get_slot(n)
slot.set_z_index(0)
var tween := create_tween()
tween.tween_property(slot, "scale", Vector2(1, 1), 0.2)
func get_slot(n):
return get_children()[n]
func draw_card():
var held_card_count = get_held_cards().size()
if held_card_count == 0:
shuffle_deck();
if drawpile.size() > 0 and held_card_count < hand_size:
for i in range(hand_size - held_card_count):
var card = drawpile.pop_back();
var empty_slots = get_card_container().get_children().filter(func(slot): return not slot.has_method("get_node") or slot.get_node_or_null("Card") == null)
if empty_slots.size() > 0:
empty_slots[0].add_child(card)
else:
cycle_card(-1)
# TODO: Reboot mechanics
func shuffle_deck():
drawpile.append_array(discard_pile)
discard_pile.clear();
drawpile.shuffle();
# active_card_index = 0;
get_node(player).shield_active = true;
get_node(player).get_node("Shield").visible = true;
highlight_card(active_card_index)
func get_cards() -> Array:
return get_card_container().get_children().map(func(c): return c.get_node_or_null("Card"))
func get_held_cards() -> Array:
return get_cards().filter(func(c): return c != null)
func get_card_container():
return $"."
func get_active_card():
return get_cards().get(active_card_index).get_node_or_null("Card")